mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-16 21:17:39 +03:00
* shitcode init * biocoding, SpawnTableOnUse, Moving shit to shared * server :( * fixes * ok works * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintMaskComponent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintComponent.cs * Discard changes to Content.Server/Forensics/Systems/ForensicsSystem.cs * Discard changes to Content.Server/StationRecords/Systems/StationRecordsSystem.cs * Discard changes to Content.Server/Storage/EntitySystems/SpawnItemsOnUseSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * big stuff * preperation * temperory spawning thing for testing * Update CargoDeliveryDataComponent.cs * kinda proper spawning idk god save me * cleanup (kinda) * preparation 2.0 * stuff i think * entity table work * renames * spawn ratio based on players * comment * letter tables * more spam * package tables * comment * biocodedn't * builds correctly * cleaning * Update deliveries_tables.yml * labels * package sprites * mail teleporter * revert testing value * fix test * fix other test * i love tests * mail teleporter enabled by default * random cooldowns * fixtures * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderComponent.cs * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Resources/Locale/en-US/fingerprint-reader/fingerprint-reader.ftl * clean * fuck paper scrap * oops * fuck SpawnTableOnUse * mail teleporter board in QM locker + addressed review * oops * clean * sound on delivery spawn * address review * partial review address * partial review addressing * addressing partial review * pratarial revivew address * misprediction hell * stuff * more stuff * unrelated * TODO * link * partial review * DirtyField --------- Co-authored-by: Milon <milonpl.git@proton.me> (cherry picked from commit 3281f408eb58c91ceb7b72ea556ba29e4760b9a1)
96 lines
2.9 KiB
C#
96 lines
2.9 KiB
C#
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
|
|
|
namespace Content.Server.Delivery;
|
|
|
|
/// <summary>
|
|
/// Component given to a station to indicate it can have deliveries spawn on it.
|
|
/// </summary>
|
|
[RegisterComponent, AutoGenerateComponentPause]
|
|
public sealed partial class CargoDeliveryDataComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// The time at which the next delivery will spawn.
|
|
/// </summary>
|
|
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
|
|
public TimeSpan NextDelivery;
|
|
|
|
/// <summary>
|
|
/// Minimum cooldown after a delivery spawns.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan MinDeliveryCooldown = TimeSpan.FromMinutes(3);
|
|
|
|
/// <summary>
|
|
/// Maximum cooldown after a delivery spawns.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan MaxDeliveryCooldown = TimeSpan.FromMinutes(7);
|
|
|
|
|
|
/// <summary>
|
|
/// The ratio at which deliveries will spawn, based on the amount of people in the crew manifest.
|
|
/// 1 delivery per X players.
|
|
/// </summary>
|
|
[DataField]
|
|
public int PlayerToDeliveryRatio = 7;
|
|
|
|
/// <summary>
|
|
/// The minimum amount of deliveries that will spawn.
|
|
/// This is not per spawner unless DistributeRandomly is false.
|
|
/// </summary>
|
|
[DataField]
|
|
public int MinimumDeliverySpawn = 1;
|
|
|
|
/// <summary>
|
|
/// Any item that breaks or is destroyed in less than this amount of
|
|
/// damage is one of the types of items considered fragile.
|
|
/// </summary>
|
|
[DataField]
|
|
public int FragileDamageThreshold = 10;
|
|
|
|
/// <summary>
|
|
/// Bonus for delivering a fragile package intact.
|
|
/// </summary>
|
|
[DataField]
|
|
public int FragileBonus = 100;
|
|
|
|
/// <summary>
|
|
/// Malus for failing to deliver a fragile package intact.
|
|
/// </summary>
|
|
[DataField]
|
|
public int FragileMalus = -100;
|
|
|
|
/// <summary>
|
|
/// What's the chance for any one delivery to be marked as priority mail?
|
|
/// </summary>
|
|
[DataField]
|
|
public float PriorityChance = 0.1f;
|
|
|
|
/// <summary>
|
|
/// How long until a priority delivery is considered as having failed
|
|
/// if not delivered?
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan PriorityDuration = TimeSpan.FromMinutes(5);
|
|
|
|
/// <summary>
|
|
/// What's the bonus for delivering a priority package on time?
|
|
/// </summary>
|
|
[DataField]
|
|
public int PriorityBonus = 250;
|
|
|
|
/// <summary>
|
|
/// What's the malus for failing to deliver a priority package?
|
|
/// </summary>
|
|
[DataField]
|
|
public int PriorityMalus = -250;
|
|
|
|
/// <summary>
|
|
/// Should deliveries be randomly split between spawners?
|
|
/// If true, the amount of deliveries will be spawned randomly across all spawners.
|
|
/// If false, an amount of mail based on PlayerToDeliveryRatio will be spawned on all spawners.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool DistributeRandomly = true;
|
|
}
|